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Help Balance Features for Alternate Dragonborn, Please
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<blockquote data-quote="Blue" data-source="post: 7599935" data-attributes="member: 20564"><p>These are strictly better than any existing one, since they have full damage plus inflicting a condition, prone. The only possible downside is bludgeoning damage which actually has a lot less creatures in the MM with immunities and resistances then some of the elemental types.</p><p></p><p>Note that unlike a lot of other powers, the proning also doesn't have a max size. So you can knock down titans with it. (Multiple titans, as long as they are in a row or cone. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> )</p><p></p><p>Since we're looking at multiple chances to prone (all the foes int he AoE), plus even a single success means attacks with Advantage from melee-based allies, I'd want to tone these down some.</p><p></p><p></p><p></p><p>Moving to a weak save, but reducing damage one die and adding knockback. A larger AoE in terms of area covered, but offset by having to be surrounded. Works well for when you want to escape due to knockback disengaging enemies. Should be okay. Same note that there is no size noted so you can push back gargantuan creatures.</p><p></p><p>Is fine as is, slight preference for changing damage to standard number but d4s instead of reducing number of dice by one. Keeps damage a bit more relevant at low levels, and scales instead of always being 3.5 HPs behind (on average) since the knockback will remain useful. But it's really a nitpicking small amount.</p><p></p><p></p><p></p><p>Comments on the area above. Radiant has less immunities/resistances and more vulnerabilities, but considering how all-over-the-map the PHB breath weapon damage types are that doesn't look like the designers consider that a big deal. (I'm looking at you poison. And you fire aren't far behind.) So should be fine.</p></blockquote><p></p>
[QUOTE="Blue, post: 7599935, member: 20564"] These are strictly better than any existing one, since they have full damage plus inflicting a condition, prone. The only possible downside is bludgeoning damage which actually has a lot less creatures in the MM with immunities and resistances then some of the elemental types. Note that unlike a lot of other powers, the proning also doesn't have a max size. So you can knock down titans with it. (Multiple titans, as long as they are in a row or cone. :) ) Since we're looking at multiple chances to prone (all the foes int he AoE), plus even a single success means attacks with Advantage from melee-based allies, I'd want to tone these down some. Moving to a weak save, but reducing damage one die and adding knockback. A larger AoE in terms of area covered, but offset by having to be surrounded. Works well for when you want to escape due to knockback disengaging enemies. Should be okay. Same note that there is no size noted so you can push back gargantuan creatures. Is fine as is, slight preference for changing damage to standard number but d4s instead of reducing number of dice by one. Keeps damage a bit more relevant at low levels, and scales instead of always being 3.5 HPs behind (on average) since the knockback will remain useful. But it's really a nitpicking small amount. Comments on the area above. Radiant has less immunities/resistances and more vulnerabilities, but considering how all-over-the-map the PHB breath weapon damage types are that doesn't look like the designers consider that a big deal. (I'm looking at you poison. And you fire aren't far behind.) So should be fine. [/QUOTE]
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